~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


                             An FAQ/Walkthrough for
                                  Discworld 2


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Game:                       Discworld 2
Platform:                   PC
Author of FAQ/Walkthrough:  Tom Hayes
Version:                    3.0
Last updated:               10th April, 2003
E-mail:                     tom_hayes(at)flipmode(dot)com

===============================================================================
                                   Contents
===============================================================================

1. Introduction
2. Walkthrough
3. Item List
4. Copyright Information

===============================================================================
                                Version History
===============================================================================

Version 3.0 - 10th April, 2003
  Added the Item List.

Version 2.0 - 30th March, 2003
  Updated the format.

Version 1.0 - 14th March, 2000
  First version.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1.                               Introduction

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In Discworld 2, Death has gone missing from Ankh-Morpork (the main city in this 
game), and it is up to Rincewind the wizard to find him. There are five acts to 
complete in this game, and each part will require you to accomplish a set of 
tasks in order to progress, such as finding three sticks, or trying to get some 
glitter dust. You can tell right from the start that a huge amount of effort 
was put into this game. However, the clues to some of the puzzles just seem a 
bit too vague and difficult in places. Overall, Discworld 2 is a well made 
adventure game which matches the style of the Discworld books extremely well.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

2.                                Walkthrough

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               - The Rite Stuff -

High Energy Facility
  Get the bellows. Get the magnet. Get the test tube. Leave the High Energy 
  Facility.

Garden
  Walk east along the garden, and go behind the hedge maze. Use the magnet on 
  the imp to pull his boots off. Leave the garden. Leave the Unseen University.

Fools' Guild
  Get the hooter that is lying conveniently on the ground. Get the brick. Talk 
  to the fool. Click on the question icon when you talk to him. Use the brick 
  on the fool. Go down the hole. Carry on straight down this wooden path, and 
  you should be in a screen with a grate. Use the bellows on the grate, and you 
  will get some glitter dust. Exit the Fools' Guild.

Shop
  Get the flamingo. Get the fish. Get the incense. Look at the candles that are 
  up on the shelf; Hmm... they're not real. Talk to the woman. Ask her about 
  the candles. Leave the shop.

Docks
  Use the fish that you got from the shop with the water. Get the stunned bird. 
  Leave the docks.

Plaza
  Talk to the dibbler. Talk about the popcorn. Talk to the dibbler. Click the 
  joker icon to get a clickie brochure. Leave the plaza.

Shades
  Walk to the right-most part of the Shades, and enter Gimlet. Use the menu. 
  Sit down at the table, and then talk to Gimlet. He will rush over and start 
  talking to you. Click the mouth icon. Click the mouse burger icon. Get the 
  chilli from the table. Leave Gimlets. Get the pot and the saw that are near 
  Duckman. Walk to the left, and go through the door nearest to the dead 
  collector. Get the knife. Look at the witch. Exit this room. Enter the Trolls 
  Head bar. Talk to Casanunda. Click the question mark icon. Talk to him about 
  ladders. Tell him about the witch. You will get a ladder. Get the matches. 
  Talk to the troll. Leave the bar. Leave the Shades.

Docks
  Use the knife on the net. Get the hammerhead shark. Leave the docks, and head 
  to the Unseen University.

Garden
  Walk over to the hedge maze. Open the inventory, and use the tankard on the 
  corn. Use the corn on the rooster. Leave the garden. Leave the Unseen 
  University.

Shades
  Go to where the three men are, and use the rooster on the can. Enter the 
  Trolls Head bar. Use the rooster on the vampire. Exit the bar. Walk to the 
  left-most part of the Shades. Enter the door. Look at the genie bottle. Walk 
  as far left as you can go in this room. Get the scissors. Get the petticoat. 
  Use the saw on the dummy. Open the closet. Get the ironing board. Talk to 
  Mrs. Cake. Talk to her in this order: joker icon, question icon, thought 
  icon, mouth icon. Yippee, Now we can speak to her! Talk to her about the 
  genie bottle. Click the joker icon. Talk to her about ectoplasm. Leave the 
  room. Leave Shades. Enter the Unseen University.

High Energy Facility
  Use the brick with the accelerator. Leave the High Energy Facility.

Garden
  Walk left to the beekeeper's area. Use the chilli on the flowers. Talk to the 
  beekeeper. Click on the mouth icon, and then stop talking to him. Give the 
  clickie brochure to the beekeeper. Use the petticoat on Rincewind. Use the 
  matches on the incense. Use the incense with the beehives. Get the hives, and 
  you will get some beewax. Use the pot on the hives. Leave the garden. Leave 
  the Unseen University.

Shop
  Give the beewax to the old woman, and she will make you some candles. Leave 
  the shop.

Cemetary
  Get the pickaxe. Walk to the right-most part of the cemetary. Use the ladder 
  on the slab. Get the teeth. Open the luggage. Use the teeth on the mouse. Use 
  the teeth on the test tube, and you will get the mouse blood. Close the 
  luggage. Leave the cemetary.

Shades
  Enter Mrs Cake's shop. Give her the ectoplasm. Open the luggage. Use the 
  genie bottle on the boots. Close the luggage. Leave the shop. Walk up to the 
  three men. Use the genie bottle on the vile smell, and you will get the vile 
  smell. Leave Shades. Enter the Unseen University.

Garden
  Use the shark on the Bursar. Use the flamingo on the Dean. Use the wading 
  bird on the librarian. You will get the three sticks - Leave the garden.

Dining hall
  Give the mallets to the Archchancellor. Give the test tube to the 
  Archchancellor. Give the vile smell to the Archchancellor. Give the glitter 
  dust to the Archchancellor. Give the dribbly candles to the Archchancellor.

                              - Come Die With Me -

Garden
  Get the hoops. Leave the garden. Leave the Unseen University.

Fools' Guild
  Go down the hole. Go right at the junction. Go up the ladder. Use the pick on 
  the ice. Go down the hole. Go left. Go up the ladder. Leave the Fools' Guild.

Shades
  Talk to the dead collector. Click the question icon. Enter the door near the 
  dead collector. Talk to the mortician. Click on the certificate icon. Get the 
  mirror. Use the mirror on the bunsen burner. Use the mirror on the bench. Use 
  the slab. Use the ice on Rincewind. Use the wooden arm on Rincewind. Talk to 
  the mortician. Leave the room. Use the certificate on the dead collector. You 
  will automatically leave Ankh-Morpork, and will arrive at a brand new map 
  screen. Click on the top-left corner of this new screen.

XXXX
  Look at the sticks. Talk to Point-Me-Own-Bone Dibbjla, and you will get one 
  of the sticks. Look at the baskets. Talk to Point-Me-Own-Bone Dibbjla. Click 
  the basket icon. Leave XXXX.

Djellibeybi
  Walk over to the camel area. Talk to the salesman. Click the mouth icon. 
  Click the camel icon. Walk up the wooden path and enter the shop. Get the 
  plans. Leave the shop. Carry on up the wooden path. Look at the candy rock. 
  Talk to the rock seller. Click the candy rock icon. Talk to Uri Djeller. 
  Click the jingle icon. Talk to Uri Djeller. Click the question icon. Click 
  the fountain of youth icon. Give the hoops to Uri Djeller. Walk up the street 
  to the stoning area. Get the stake. Leave Djellibeybi.

Cartwheel
  Talk to the man. Click the jingle icon.

Pyramid
  Get the pot. Use the scissors on the bandage. Leave the pyramid.

Oasis
  Open the luggage. Use the bandage on the wooden arm. Close the luggage. Use 
  the bandaged wooden arm with the rotten arm.

Hill
  Talk to Bone Idle. Click the jingle icon. Use the knife on Bone Idle. Leave 
  the hill.

Holy Wood
  Enter the castle. Look at the horse suit. Talk to the dwarf. Click on the 
  horse suit icon. Open the luggage. Double-click the rotten arm. Close the 
  luggage. Give the ring to the dwarf. Exit the castle. Walk further to the 
  right. Get the mail box. Get the weight. Walk further to the right. Get the 
  camera. Talk to the trainer. Click on the imp icon. Use the stick with the 
  paint. Use the boomerang with the imp. Enter the room just to the right of 
  the mail box. Rincewind will leave the room. Enter the room again. Talk to 
  the makeup girl. Leave Holy Wood. Enter Ankh-Morpork.

Docks
  Open the luggage. Use the weight with the sticker. Close the luggage. Use the 
  weight with the hook. Use the weight. Get the snow storms. Leave the docks.

Shades
  Enter the room where the dead collector used to be. Talk to Casanunda. Talk 
  to the witch. Click the elf icon. Leave the room. Leave the Shades. Enter the 
  Unseen University.

Garden
  Walk to the far-right of the garden, and go past the hedge maze. Use the 
  stake on the compost heap. Leave the garden.

Dining Hall
  Use the basket on the food. Talk to the librarian. Click the horse suit icon. 
  Leave the dining room. Leave the Unseen University. Leave Ankh-Morpork.

XXXX
  Open the luggage. Use the saw on the ironing board. Use the glue pot with the 
  surfboard. Close the luggage. Use the surfboard on the surf. Open the 
  luggage. Use the imp with the camera. Close the luggage. Use the camera with 
  the paintings. Leave the cave. Walk to the right, past the bush. Use the 
  picnic basket on the ant hill. leave XXXX. Enter Ankh-Morpork. Enter the 
  Unseen University.

High Energy Facility
  Use the picnic basket with HEX. Use the honey pot with the basket. Open the 
  luggage. Use the wire with the plans. Close the luggage. Use the pyramid with 
  HEX. Talk to Skazz. Click the universe icon. Leave the High Energy Facility. 
  Leave the Unseen University. Leave Ankh-Morpork.

Cartwheel
  Give the answer to the man. Leave the cartwheel.

Djellibeybi
  Go to the stoning area. Use the suffrajester with the hole. Get the rope. 
  Leave Djellibeybi.

Forest
  Open Rincewind's inventory. Put the money pouch into the luggage. Open the 
  luggage. Use the librarian with the horse suit. Use the glue with the hooter. 
  Use the hooter with the horse suit. Put the horse suit in Rincewind's 
  inventory. Put the camera in Rincewind's inventory. Close the luggage. Use 
  the stones. Use the unicorn suit with Rincewind. Enter the castle. Use the 
  camera on the queen. Leave the castle. Put the unicorn suit in the luggage. 
  Put the camera in the luggage. Leave the forest.

Holy Wood
  Enter the room just to the right of the mail box. Give the film of the elf 
  queen to the makeup girl. Leave the room. Walk past all the imps until you 
  get to another screen. Use the candy rock on the troll. Look at the door. 
  Talk to the troll. Click the key icon. Use the key on the door. Use the rope 
  on the troll. Enter the room. Talk to the woman. Give the tooth to the woman. 
  Leave the room. Walk up the path. Give the band to dibbler. Give the babe to 
  dibbler. Give the snow storm to dibbler. Give the jingle to dibbler. Hmm... 
  we have to find a stunt double. Leave Holy Wood. Enter Ankh-Morpork. Enter 
  the left part of the Shades.

Shades
  Use the certificate on the door. Use the closet. Talk to the black sheep. 
  Click on the stunt icon. Give the sheep film to the black sheep. 

Cinema
  After a long animation scene, you will start playing again. Get the reel. Put 
  the reel in the device. Use the elf queen film with the device. Use the reel 
  with the projector.

                             - The Grim Rincewind -

House
  Get the mat, and you will get a key. Enter the door. Go up the steps, and 
  take the exit nearest the golf bag. Get the bunny. Get the string. Leave the 
  room. Go over to the exit opposite the golf bag. Get the inkwell. Use the 
  cord. Leave this room. go downstairs, and go through the left door into the 
  kitchen. Get the sugar pot. Open the pot belly stove. Get the oily rag. 
  Leave the room. Get the scythe from the umbrella stand. Enter the right 
  doorway (book room). There are three books being written in this room, get 
  the middle book. Leave the room. Enter the kitchen. Rincewind will have a 
  conversation with Albert. Give the scythe to Albert. Leave the room. Get the 
  curtains. Leave the house.

Stable
  Get the rope. Use the glue on the saddle. Give the sugar to Binky. Get the 
  saddle. Use Binky. Exit the stable.

Garden
  Open the luggage. Double-click the bunny. Use the pyjamas on Rincewind. Open 
  the luggage. Use the matches with the oily rag. Use the burning rag with the 
  beehive. Get the beehive. Use the sugar pot with the beehive. Get the fishing 
  rod. Use the inkwell with the pond. Use the curtain with the pond. Look at 
  the toy cart. Talk to Susan. Click the toy cart icon. Give the book to Susan. 
  Walk over to the pit at the far right of the garden. Open the luggage. Use 
  the honey pot with the fishing rod. Close the luggage. Use the fishing rod 
  with the dots. Leave the garden. 

House
  Enter the house. Enter the book room. Use the key with the alcove. Open the 
  luggage. Use the string with the beewax. Use the matches with the candle. 
  Put the lit candle in Rincewind's inventory. Enter the alcove. Use the lit 
  candle with the alcove. Get the tablet. Leave the alcove. Leave the house. 
  Enter the garden.

Garden
  Give the tablet to Susan. Use the scythe with the toy cart. Leave the garden.

Cornfield
  The cornfield is located around the bottom-right corner of the map. Use the 
  reaper with the corn. Go to the outside of the house.

House
  Open the luggage. Use the rope with the boomerang. Use the boomerang with the 
  chimney. Use the chimney. Use the chimney. Enter the house. Enter the 
  kitchen. Give the robe to Albert. Rincewind will leave the kitchen. Enter the 
  kitchen. Give the ant souls to Albert.

                           - Till Death Us Do Part -

Bonestock
  Get the cork near the hat. Leave Bonestock.

Djellibeybi
  Wait for a while until the prospector shows up on his camel. Get the saddle 
  bags, and Rincewind will get a canteen. Use the rotten arm with the saddle 
  bags. A new location will show up on the map!

Fountain of Youth
  Use the canteen with the fountain. Use the cork with the fountain. Use the 
  hour-glass with the sand.

                                - Queen Kong -

Talk to Dibbler. Click on the mouth icon. Click on the bladder icon. Open the 
luggage. Use the canteen with the bladders. Look at the raven. Talk to Granny. 
Click on the raven icon. Get the broom. Open the luggage. Put the bladders in 
Rincewind's inventory. Use the broom on Rincewind to complete the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

3.                                Item List

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ant Souls
  The ant souls are found in the pond in the Garden. They are given to Albert 
  in the kitchen of the House.

Ants
  The ants are found in XXXX. They are put in the basket.

Babe
  The babe is found in Holy Wood. She is given to the dibbler in Holy Wood.

Band
  The band is found at the Hill. It is given to the dibbler in Holy Wood.

Bandage
  The bandage is found in the pyramid. It is used on the wooden arm.

Bandaged Wooden Arm
  The bandaged wooden arm is created by using the bandages on the wooden arm. 
  It is swapped with the rotten arm at the Oasis.

Basket
  The basket is found at Point-Me-Own-Bone Dibbjla's shop in XXXX. It is used 
  on the food in the dining hall. It used with the ant hill in XXXX, and is 
  then used on HEX in the High Energy Facility.

Beewax
  The beewax in Act I is found in the hives at the Garden. It is given to the 
  old woman in the shop to make candles.

Beewax
  The beewax in Act III is found in the hives at the Garden. It is used with 
  the string.

Bellows
  The bellows are found in the High Energy Facility. They are used on the grate 
  under the Fools' Guild to collect the glitter dust.

Bladders
  The dibbler will give Rincewind the bladders in the epilogue. They are used 
  on the canteen.

Book
  The book is found in the right room at the top of the steps in the House. It 
  is given to Susan in the Garden.

Boomerang
  The boomerang is found at Point-Me-Own-Bone Dibbjla's shop in XXXX. It is 
  used on the imp in Holy Wood. It is also combined with the rope and used on 
  the chimney at the House.

Boots
  The boots are pulled off the imp in the Garden. They are used in the genie 
  bottle to collect the vile smell.

Brick
  The brick is found in the Fools' Guild. It is used on the fool in the Fools' 
  Guild and the accelerator in the high energy facility.

Broom
  Granny will give Rincewind the broom in the epilogue. It is used on 
  Rincewind.

Bunny
  The bunny is found in the left room at the top of the steps in the House. It 
  is double-clicked to find the pyjamas.

Camera
  The camera is found near the mailbox at Holy Wood. It is used on the 
  paintings in the cave in XXXX. It is also used on the queen in the Forest 
  castle.

Candles
  The old woman in the shop will make the candles when she is given the beewax. 
  This is one of five items given to the Archchancellor in the dining hall to 
  create the spell.

Candy Rock
  The candy rock is found in Djellibeybi. It is used on the troll in Holy Wood 
  to get the tooth.

Canteen
  The canteen is found on the prospector's camel at Djellibeybi. It is used on 
  the fountain at the Fountain of Youth. It is also used on the bladders in the 
  epilogue.

Certificate
  The certificate is given by the mortician in the Shades. It is shown to the 
  dead collector to exit Ankh-Morpork. It is also used to enter the door at the 
  left side of the Shades.

Chilli
  The Chilli is found on Gimlet's table in the Shades. It is used on the 
  flowers in the Garden.

Clickie Brochure
  The dibbler will give Rincewind the clickie brochure in the Plaza. It is 
  given to the beekeeper in the Garden.

Cork
  The cork is found near the hat in Bonestock. It is used on the fountain at 
  the Fountain of Youth.

Curtains
  The curtains are found in the main hall of the House. They are used on the 
  pond in the Garden.

Ectoplasm
  The ectoplasm is collected by throwing the brick with the fool into the 
  accelerator at the High Energy Facility. It is given to Mrs. Cake in the 
  Shades.

Elf Queen Film
  The elf queen film is found by taking pictures of the elf queen in the Forest 
  castle. It is used in the device in the Cinema.

Fish
  The fish is found in the shop. It is used with the water at the docks to find 
  the stunned bird.

Fishing Rod
  The fishing rod is being held by the gnome in the Garden. It is used to 
  collect the ant souls from the pond in the Garden.

Flamingo
  The flamingo is found in the shop. It is given to the Dean in the Garden for 
  one of the three sticks.

Genie Bottle
  The genie bottle is found in Mrs. Cake's shop in the Shades. It is used on 
  the boots in the Shades, and is then used to collect the vile smell.

Glitter Dust
  The glitter dust is found by using the bellows on the grate under the fools' 
  guild. This is one of five items given to the Archchancellor in the dining 
  hall to create the spell.

Glue Pot
  The glue pot is found in the Pyramid. It is used with the surfboard in XXXX. 
  It is used on the hooter. It is also used on the saddle in the Stable.

Hammerhead Shark
  The hammerhead shark is found in the net at the docks. It is given to the 
  bursar in the Garden for one of the three sticks.

Heavy Weight
  The heavy weight is found near the mailbox at Holy Wood. It is used on the 
  hook at the docks.

Hoops
  The hoops are found in the Garden. They are given to Uri Djeller in 
  Djellibeybi, who will then make the wire.

Hooter
  The hooter is found in the Fools' Guild. It is used on the horse suit in the 
  forest.

Horse Suit
  The horse suit is found in the castle at Holy Wood. It is used to enter the 
  castle in the Forest. It is also used on the librarian in the Dining Hall.

House Key
  The house key is found under the mat outside the House. It is used to unlock 
  the front door of the House.

Ice
  The ice is found under the Fools' Guild. It is one of the items used on
  Rincewind in the Shades to get the certificate from the mortician.

Imp
  The imp is found in Holy Wood. He is used in the camera.

Incense
  The incense is found in the Shop. After being lit, it is used with the 
  beehives in the Garden.

Inkwell
  The inkwell is found in the right room at the top of the steps in the House. 
  It is used on the pond in the Garden.

Ironing Board
  The ironing board is found in the closet of Mrs. Cake's shop in the Shades. 
  It is used with the saw to create the surfing board.

Jingle
  The jingle is found by talking to the man at the Cartwheel. It is given to 
  the dibbler in Holy Wood.

Key
  The key is found by talking to the troll in Holy Wood. It is used on the door 
  in Holy Wood.

Knife
  The knife is found in the morgue in the Shades. It is used on the net at the 
  docks to get the hammerhead shark. It is also used on Bone Idle at the Hill 
  to get the band.

Ladder
  Casanunda will give Rincewind the ladder in the Trolls Head bar when he hears 
  about the witch. It is used on the slab in the Cemetary.

Librarian
  The librarian is found in the Dining Hall. He is used on the horse suit.

Magnet
  The magnet is found in the High Energy Facility. It is used on the imp in the 
  Garden to get his boots.

Matches
  The matches are found in the Trolls Head bar in the Shades. They are used to 
  light the incense in the Garden of Act I. They are used to light the oily rag 
  in the Garden of Act III. They are also used to light the candle in the 
  house.

Mirror
  The mirror is found in the morgue in the Shades. It is used on the bunsen 
  burner and the bench.

Mouse
  Gimlet will give Rincewind the mouse burger in the Shades when he sits at the 
  table. The mouse is used on the teeth.

Mouse Blood
  The mouse blood is collected by using the teeth on the mouse, and then the 
  teeth on the test tube. This is one of five items given to the Archchancellor 
  in the dining hall to create the spell.

Oily Rag
  The oily rag is found in the pot belly stove in the kitchen of the House. It 
  is used with the matches, and is then used on the beehive.

Petticoat
  The petticoat is found in Mrs. Cake's shop in the Shades. It is used on 
  Rincewind near the beehives in the Garden.

Pickaxe
  The pickaxe is found in the cemetary. It is used to collect the ice under the 
  Fools' Guild.

Plans
  The plans are found in the shop in Djellibeybi. It is used with the wire to 
  create the pyramid.

Popcorn
  The dibbler will give Rincewind the popcorn at the plaza. It is used on the 
  rooster at the Garden.

Pot
  The pot is found near Duckman in the Shades. It is used with the hives in the 
  Garden to collect the beewax.

Pyjamas
  The pyjamas are found by double-clicking the bunny. They are used on 
  Rincewind near the beehives in the Garden.

Pyramid
  The pyramid is made by combining the hoops with the plans. It is used with 
  HEX in the High Energy Facility.

Reaper
  The reaper is created after combining the scythe with the toy cart. It is 
  used on the corn in the Cornfield.

Reel
  The reel is found in the Cinema. It is used in the projector in the Cinema.

Ring
  The ring is found by double-clicking the rotten arm. It is given to the dwarf 
  in Holy Wood.

Rooster
  The rooster is found near the hedge maze in the Garden. It is used on the 
  vampire in the Trolls Head bar.

Rope
  The rope is found in the Stable. It is used with the boomerang.

Rotten Arm
  The rotten arm is found at the Oasis. It is used on the saddle bags of the 
  prospector in Djellibeybi.

Saw
  The saw is found near Duckman in the Shades. It is used on the dummy in Mrs. 
  Cake's shop in the Shades. It is also used on the ironing board to create the 
  surfing board.

Scissors
  The scissors are found in Mrs. Cake's shop in the Shades. They are used on 
  the bandage in the pyramid.

Scythe
  The scythe is found in the umbrella stand in the House. It is used with the 
  toy cart to create the reaper.

Snow Storms
  The snow storms are found after using the weight on the hook at the docks. 
  They are given to the dibbler in Holy Wood.

Stake
  The stake is found in the stoning area in Djellibeybi. It is used on the 
  compost heap in the Garden to get the suffrajester.

Sticker
  The sticker is found on the mailbox at Holy Wood. It is used on the heavy 
  weight.

String
  The string is found in the left room at the top of the steps in the House. It 
  is used with the beewax.

Stunned Bird
  The stunned bird is found at the docks after it tries to get the fish. It is 
  given to the librarian in the Garden for one of the three sticks.

Sugar Pot
  The sugar pot is found in the kitchen of the House. It is used with the 
  beehive. It is then used on the fishing rod.

Suffrajester
  The suffrajester is found on the compost heap in the Garden. She is used with 
  the hole in the stoning area in Djellibeybi.

Tablet
  The tablet is found in the alcove in the House. It is given to Susan in the 
  Garden.

Tankard
  The tankard is found in the Trolls Head bar in the Shades. It is used on the 
  popcorn in the Garden.

Teeth
  The teeth are found after climbing the ladder in the Cemetary. They are used 
  on the mouse to collect the mouse blood.

Test Tube
  The test tube is found in the High Energy Facility. It is used to collect the 
  blood from the mouse.

Tooth
  The tooth is found in the mouth of the troll at Holy Wood. It is given to the 
  woman in Holy Wood.

Vile Smell
  The vile smell is found near the three men in the Shades. This is one of five 
  items given to the Archchancellor in the Dining Hall to create the spell.

Wire
  The wire is made by Uri Djeller in Djellibeybi after he is given the hoops. 
  It is used on the plans to create a pyramid.

Wooden Arm
  The wooden arm is found in Mrs. Cake's shop by using the saw on the wooden 
  dummy. It is one of the items used on Rincewind in the Shades to get the 
  certificate from the mortician.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

4.                          Copyright Information

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This document is Copyright 2000-2003 Tom Hayes. It is not to be distributed in 
any form without the permission of the author. The author of this document is 
not affiliated with the creators of this game in any way.

The latest version of this document can be found at www.gamefaqs.com.

The Spoiler Centre
Walkthroughs on Adventure Gamers | RPG Gamers - RPG news | Just Adventure Games